So, after a very long hiatus in which I was actually working on Gorgon, I can finally present version 3.2 of Gorgon. This version has a lot of changes, bug fixes, and whatnot. Not the least of which is .NET 6 support.
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Gorgon v3.1.47.270
A new version of Gorgon is now available for download. It contains a few bugfixes, and some enhancements (both of which are in the release notes). You can download it from the Github release page or pull it from nuget.org.
Gorgon v3.1.46.255
A new version of Gorgon is now available for download. It contains a few bugfixes, and some enhancements (both of which are in the release notes). You can download it from the Github release page or pull it from nuget.org.
Gorgon v3.1.45.248
A new version of Gorgon is now available for download. It contains a few bugfixes, and some enhancements (both of which are in the release notes). You can download it from the Github release page or pull it from nuget.org.
Gorgon v3.1.29.243
A new version of Gorgon is now available for download. It contains a few bugfixes (which are in the release notes). You can download it from the Github release page.
A neat new thing is that Gorgon is now available on Nuget.org. You can download Gorgon piecemeal if you only need specific sets of functionality, or, you can retrieve the Gorgon.Editor.API package which retrieves all the other packages. All in all, this should make it easier to keep Gorgon up to date.
Please note that the copy on nuget.org does not contain the Editor. You’ll have to download the Gorgon zip file and extract the Tools directory.
Screenshots
Just a quick update to let anyone who’s listening (all 0 of you – and the Russian spambots) know that the screenshot gallery has been updated with new images from v3.
If you’re interested in seeing what Gorgon can do for you, you might want to pop in there and have a gander.
Editor v3
So, the radio silence is now over, at least for this post. I’ve been toiling away on creating an editor for Gorgon so people can edit sprites, and images (somewhat).
Continue readingGorgon v3 – Animation
I got the rework of the animation system for v3 done and up on the git hubs. Naturally, I took this awesome video of it.
https://www.youtube.com/watch?v=rpqGk8ZGoc8
It’s a music video. But not just any music video. A very bad, cheesy 80’s music video (the best kind). Of course, the music is metal \m/ (done, very poorly, by yours truly).
Anyway, that’s all.
Font editor
It’s been a very long time since I’ve made an update here. I’ve been working steadily on the font editor module for the Gorgon editor and it’s finally nearing completion (the last 99% of 99% of 99% etc…).
I’m quite proud of this thing. It’s supports a pretty well rounded suite of functionality for designing a bitmap font for use with Gorgon. Besides the usual standard stuff like font outlines, font faces, styles, etc… it also supports glyph brushes, custom glyphs, glyph advancement and offset editing and custom kerning pair tables.
Here’s a few images:
Editors
Text output and Fonts
Sweet merciful fuck. That was painful.
I just spent the last 4 evenings/nights writing Gorgon’s font system and it was not fun. And, of course, I’m still nowhere near done (still have to create the TextSprite object, and other the font effects like gradients and GDI+ image brushes). But, I got it working. Not only that, unlike the previous incarnation, it actually implements kerning properly (well, approximated kerning, I’m not dicking around with actual kerning. Fuck that.) One of the things about the 1.x font/text rendering that I absolutely hated was while it was worked, every now and again (especially on smaller fonts), it’d screw up and a letter would appear slightly (or not so slightly) shifted. Quite annoying. Here’s a screen shot showing how awful it was compared to GDI+ and how awesome v2 is going to be (click to expand it):
Note that all text is the same font: Arial, 9.0 point, Bolded and Antialiased. Also note that v2.0 is nearly (but not quite pixel perfect) identical to the GDI+ DrawString version. I think that’s a slight improvement.
Yet more shaders
Here’s another bundled effect, the Gaussian Blur shader:
You can watch it in higher quality (because it’s hella blurry – no pun) by changing it to HD or better yet, go to the video directly on youtube.
Gorgon Shaders
So I got custom shaders up and running in Gorgon 2.0. The new version has always had shader ability because it’s using Direct3D 11, so it’s required to use them. However, up until now the shader code has been hardcoded to use 3 default shaders. But after today, there’s an ability to use customized shaders:
In this little sample, there’s a new system at work. It’s basically a mini effects framework that can do multi-pass rendering and in this video there’s a wave shader and an embossing shader at work on the sprite. If you want to learn more, click the stupid link below
You’re so primitive.
So, I’m moving to a new place tomorrow and work on Gorgon v2 is going to halt for a bit until I get my life back in order. In the meantime, here’s a screenshot of the primitives (rectangles, lines, etc…) that have been making me insane (click it to see a larger version):
You can see the line (barely, I know, you can see it when it’s running for sure) and the rectangle, but I’ve gotten ellipses to work as well. Now, what’s the big deal you ask? (You are asking that, I demand it). And I’ll tell you. Unlike the previous incarnation where the primitives were generated one pixel at a time (very inefficient), this time it’s using polygons to generate the primitives. So a line is using the line drawing on the video card, the rectangle and unfilled ellipse are using the line drawing as well and the filled ellipse is using triangles. So all in all, they’re MUCH faster than the previous version. For more details click the thingy at the bottom there…
Multi-monitor pain.
So, one of the shortcomings of the original Gorgon was that there was no support for multi-monitor. And I see now why I didn’t bother… what a pain in the ass.
Anyway, I finally figured it out. See, there are two ways to do multi-mon support in Direct 3D 9:
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